This is a very nostalgic crossover, and a close second (to Final Fantasy) for favorite crossover so far. TMT is a smaller set, with 190 cards, compared to 273 cards in ECL. I think it’s safe to assume that it will create a much less diverse experience, with drafts/games feeling repetitive at a much quicker rate. The mechanics of the set are pretty surface level (sewer pun), and the set looks a lot closer to a core set in terms of limited play.
5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion’s Messenger)
3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)
Chrome Dome
Rating: 2.5 // 5.0
The passive ability doesn’t do all that much, outside of dedicated Izzet decks, but could pump a couple guys here and there. The activated ability can be extremely powerful when combined with the black or red pizza (kill spells).
Everything Pizza
Rating: 2.0 // 5.0
I’m not much of a 4/5c “soup” player, but previous iterations of this type of card have been powerful in decks that can activate it.
Henchbots
Rating: 2.5 // 5.0
These can be awkward at times, especially when your opponent isn’t attacking. It’s still a decent enough piece of psuedo-removal.
Krang, Utrom Warlord
Rating: 1.5 // 5.0
I wouldn’t put this in any deck, but it can be alright in decks that are capable of assembling 9 mana. It’s probably best not to try it, though.
Omni-Cheese Pizza
Rating: 2.0 // 5.0
This can be alright if you can do something with the artifact. Golgari likes food, and sacrificing things, so it probably belongs in Golgari, or Izzet for synergy purposes.
The Ooze
Rating: 3.0 // 5.0
This is pretty slow, but it essentially gets you a mutagen token per turn, which should inevitably give you a big advantage.
Skateboard
Rating: 2.0 // 5.0
This is for hyper-aggressive decks, where tapping a blocker and hasting a creature can both be effects you’re interested in.
Technodrome
Rating: 3.0 // 5.0
This can be pretty sweet if you have the artifact fodder to gain cards off of. Izzet, Golgari, and Simic would be the best homes for this card.
Turtle Blimp
Rating: 2.0 // 5.0
It’s difficult to tell how good this will be. 5/6 worth of stats for 5 is fine, and a 3/4 flyer is solid, so I think it will be perfectly fine.
Turtle Van
Rating: 3.0 // 5.0
I like the Turtle Van, and not just the toy version I had as a kid. It’s big for its casting cost, easily crewed, and may be difficult to block favorably the following turn. Even if it only gets one attack in, you still got some value out of the deal.
Weather Maker
Rating: 3.0 // 5.0
I’m not sure if you want this in every deck, but it certainly seems good in most. It’s a mana rock that eventually Lightning Bolt‘s a target.
Gainlands
Rating: 2.0 // 5.0
Nothing special about these, and no significant lifegain synergies.
Escape Tunnel
Rating: 2.0 // 5.0
Great land for fixing, as well as getting a nice sneak-attack.
Northampton Farm
Rating: 2.5 // 5.0
This is a good land to include if it’s not going to impact your mana base. The primary use would be to dodge removal spells, and bring a creature back into play at instant speed.
Turtle Lair
Rating: 2.0 // 5.0
You’ll have to keep track of your creature types to play this card, as there are fewer ninjas/turtles than one would expect. It can be a good land to use if you want to splash a bomb ninja/turtle.
That’s it for the set! Cowabunga!
Lose and Learn, Learn and Win!